More copy/pasta x-ferred over from GitP so as not to offend the powers that be:

IllithidUnderdark dwelling aberrants from the madness of the Far Realms, they are a haughty, intelligent race of powerful psionics bent on the domination and subversion of all others.
- - - - - - - - - -Average Height: 5' 6"-6' 2"Average Weight: 135-220 lb.
- - - - - - - - - -Ability Scores: +2 Intelligence; +2 Charisma or +2 WisdomSize: MediumSpeed: 6 squaresVision: Darkvision
- - - - - - - - - -Languages: Common, Deep Speech, choice of one otherSkill Bonuses: +2 Arcana, +2 Bluff, +2 to one other skillAberrant: You are an aberrant; as such, you are subject to effects and conditions that affect aberrations.Grasping Tendrils: You use your highest ability modifier in place of Strength to make grab attacks, make grab attacks as a melee basic attack, and do not need a hand free to make grab attacks (you can still only grab one creature at a time). You gain a +3 racial bonus to grab attack rolls. This bonus increases to +6 at level 11 and +9 at level 21.Bore into Brain: You gain the Bore into Brain racial power.Mind Blast: You gain the Mind Blast racial power.Telepathy 5: You can communicate telepathically with any creature within 5 squares of you that has a language.

You gain training in all skills the target is trained in until the end of your next extended rest. For each of these skills you already have training in, you gain a bonus to the corresponding skill instead for the same duration (maximum +5). This bonus is equal to the target's ability modifier for that skill.

You can spend a healing surge.

At the DM's discretion, you may gain access to the target's memories and general knowledge as well.

Mind Blast - Illithid Racial PowerYou strike your foes with a powerful blast of psychic energy.Encounter ✦ Psionic, PsychicMinor Action - Close blast 3Target: All creatures in the blastAttack: Highest of Charisma, Intelligence or Wisdom +3 vs Will
Level 11: Highest of Charisma, Intelligence or Wisdom +6 vs Will
Level 21: Highest of Charisma, Intelligence or Wisdom +9 vs WillHit: 1d8 + Intelligence, Charisma or Wisdom modifier psychic damage.11th level: 2d8 + Intelligence, Charisma or Wisdom modifier psychic damage.21st level: 3d8 + Intelligence, Charisma or Wisdom modifier psychic damage.Special: You cannot use more than 3 feats with Mind Blast as a prerequisite which permit you to use it as a Standard Action to modify this power at once.

Racial Feats (Illithid race is a prerequisite in all cases):

Heroic Feats:

Alien MindPrerequisite: IllithidBenefit: If an enemy attacks your Will and hits with a fear, charm or psychic attack or with a mind-reading power and is not an aberrant creature while within your telepathy range, that enemy takes 5 + your highest mental ability modifier psychic damage and grants combat advantage until the end of its next turn. The damage increases to 15 + your highest mental ability modifier psychic damage at Level 11, and 25 + your highest mental ability modifier psychic damage at Level 21.

Illithid SoulPrerequisite: Revenant, IllithidBenefit: You are an aberrant; as such, you are subject to effects and conditions that affect aberrations.
You gain the Mind Blast Illithid racial power. Using your Mind Blast Illithid racial power or your Dark Reaping Revenant racial power automatically expends the other racial power. You may have Dark Reaping deal psychic damage in addition to its other damage types, and you may have Mind Blast deal necrotic damage in addition to its other damage types.

Illithid Telekinesis Illithid Racial PowerYou project an aura of disorienting psychic feedback.At-Will ✦ Psionic, ForceVaries (see Effect) - Close burst TelepathyEffect: You can perform one of the following actions:

Minor Action: Telekinetically grasp an unattended object that weights equal to or less than your highest mental ability modifier times 10 until the end of your next turn. A grasped object hovers in place.

Move Action: Move an object grasped with this power a number of squares equal to your highest mental ability modifier. You can only move an object to another square within this power's close burst.

Standard Action: Fling an object grasped by this power. This is an improvised thrown ranged basic attack that uses your highest mental ability modifier in place of your Strength or Dexterity modifiers, with a short range equal to twice your highest mental ability modifier, and a long range equal to four times your highest mental ability modifier.

Varies: Remotely manipulate an object you can sense. You can open a door, do a thievery check, etc... The action cost of this use depends on the action and can depend on DM discretion.

Sustain Minor: All objects grasped with this power remain grasped until the end of your next turn.Augment X: You can expend X power points to augment this power as a free action. For each power point expended in this way, increase this power's close burst, and your highest mental ability modifier by +2 for all uses of this power except attack rolls with the Fling action until the end of the encounter.

Opportunistic TendrilsPrerequisite: Illithid, Grabbing Tendrils racial traitBenefit: Whenever an enemy within your touch reach becomes helpless, dazed, unconscious, restrained, dominated, or stunned, you can make one grab attempt against it as a minor or immediate action until the end of the current turn.

Rejuvinating Bore Prerequisite: Illithid, bore into brain racial powerBenefit: Whenever you deal damage with your Bore Into Brain racial power, you can make a saving throw.
When you kill a creature with your Bore Into Brain racial power by consuming its brain, you can make a saving throw against any number of effects active on you with a conditional duration to end those effects, even if they don't normally end on a save.

Improved BorePrerequisite: Illithid, bore into brain racial powerBenefit: When you hit a helpless, unconscious, stunned or restrained creature with your Bore Into Brain attack, that creature is dazed until the end of your next turn. At 11th level, you can stun that creature instead of dazing it for the same duration on a critical hit, and this feat's effects apply to creatures you're grabbing as well.

Enlarged BlastPrerequisite: Illithid, mind blast racial powerBenefit: When you use your mind blast power, you can choose to increase its size by 2 if it's a blast, by 5 if it's a wall, or by 1 if it's an area or close burst.

Mindlink BlastPrerequisite: Illithid, mind blast racial powerBenefit: Targets hit by your mind blast grant combat advantage to you, count as being in your telepathy range and you have truesight against them and always know their location until the end of your next turn.

Psychic MarkPrerequisite: Illithid, mind blast racial powerBenefit: Enemies targeted by your mind blast are marked until the end of your next turn.

Lingering BlastPrerequisite: Illithid, mind blast racial powerBenefit: When you use your mind blast power, you may have it gain the following clause. If you do, it gains the zone keyword:

Effect: The wall, burst or blast creates a zone that lasts until the end of your next turn. The zone is difficult terrain. Creatures other than you that enter the zone or end their turn there take psychic damage equal to your ability modifier used for this power. A creature can only take this damage once per turn.

Staggering BlastPrerequisite: Illithid, mind blast racial powerBenefit: You may use your mind blast power as a Standard Action. If you do, your mind blast power deals half damage on a miss, a target hit with it grants combat advantage and can't take immediate or opportunity actions until the end of your next turn.
Starting at the 11th level you can daze the target until the end of your next turn instead.
Starting at the 21st level you can knock the target prone and daze it until the end of your next turn instead. A target knocked prone in this way can't stand from prone until this effect ends.

Sculpted BlastPrerequisite: Illithid, mind blast racial powerBenefit: You may use your mind blast racial power as a close burst 2, a wall 5 height 3 within 10 squares, or an area burst 1 within 10 squares instead of as a close blast.

Psychic EchosPrerequisite: Illithid, mind blast racial powerBenefit: Your mind blast racial power doesn't target allies and deals +1 extra damage for each ally in its area of effect, and for each target it hits. At 11th level this extra damage increases to +2. At 21st level this extra damage increases to +4.

Telekinetic BlastPrerequisite: Illithid, mind blast racial powerBenefit: You may use your mind blast power as a Standard Action. If you do, you may have it deal force damage in addition to its other damage types, and push the target a number of squares equal to its ability modifier.

Empowered BlastPrerequisite: Illithid, mind blast racial powerBenefit: Your mind blast power gains the following clauses:Augment 2+: Choose a feat with the mind blast racial power as a prerequisite. You can apply that feat to mind blast as though you had it. You must use this augmentation before choosing targets. You cannot choose a feat above your tier in this way. For each tier the feat is above Heroic, this augmentation costs +1 power point. This power is otherwise unchanged.Special: You can expend an encounter attack power when you use this power. If you do, you can apply a feat of the same tier with the mind blast racial power as a prerequisite to mind blast as though you had it.

Destructive BlastPrerequisite: Illithid, mind blast racial powerBenefit: Your mind blast power gains the following clause:Augment 2+: For every 2 power points you spend augmenting this power, it deals 1d8 extra damage. This power is otherwise unchanged.Special: You can expend any number of encounter attack powers when you use this power. For each power expended of the 10th level or lower, this power deals 1d8 extra damage, 2d8 extra damage if the power is 11th to 20th level, or 3d8 extra damage if the power is 21st level or higher.

Ravening Mind BlastPrerequisite: Illithid, mind blast racial powerBenefit: You may use your mind blast power as a Standard Action. If you do, targets hit with your mind blast power take ongoing 5 psychic damage (save ends). The ongoing psychic damage increases to 10 at 11th level and to 15 at 21st level.

Impelling BlastPrerequisite: Illithid, mind blast racial powerBenefit: You can slide targets hit with your mind blast racial power 1 square. This is an effect of your mind blast.
At 11th level, you can instead teleport them 1 square.

Psychic PrecognitionPrerequisite: IllithidBenefit: You use your Intelligence, Wisdom or Charisma modifier in place of Dexterity for determining your initiative bonus. You cannot be surprised by creatures and threats within your Telepathy range.

Preternatural AwarenessPrerequisite: IllithidBenefit: You use your Intelligence or Charisma modifier in place of Wisdom for determining your Perception and Insight bonus.

Illithid TalentPrerequisite: IllithidBenefit: You gain the Psionic Augmentation class feature and 1 power point. You gain 1 additional power point at the 11th and 21st levels. You can only spend these power points to augment feats, magic item powers and/or Illithid racial powers that are augmentable.

Restraining TendrilsPrerequisite: Illithid, Grasping Tendrils racial traitBenefit: As a minor action, you can choose to restrain a creature you have grabbed until the grab ends, or you end the restrain as a free action.

Stretching GraspPrerequisite: Illithid, Grasping Tendrils racial traitBenefit: You can grab a creature an additional size category larger than you.Special: You can take this feat any number of times. Each time you do, you can grab a creature another size category larger than you.

Paragon Feats:

Grabbing BorePrerequisite: 11th level, Illithid, bore into brain racial powerBenefit: When you successfully grab a creature, you can make a Bore Into Brain attack against it in the same turn as a move action. If you do, you can take no other actions until the end of the current turn.

Psychic ReservePrerequisite:11th level, Illithid, mind blast racial powerBenefit: You may use your mind blast racial power an additional time per encounter.

Swift MeditationPrerequisite:11th level, Illithid,Benefit: During your turn, if you've taken no actions, you can recharge one of your Illithid racial encounter powers without a level. If you do, you can't take any actions until the start of your next turn.

Shared Suffering - Illithid Racial PowerAs your mind frees itself from a mental affliction, you project your suffering unto another.Encounter ✦ PsionicNo Action - PersonalTrigger: You succeed on a saving throw to end a charm, fear or psychic effect with a conditional duration from a power that targeted your Will defense.Target: One creature within your telepathy range.Attack: Charisma, Intelligence or Wisdom +6 vs WillLevel 21: Charisma, Intelligence or Wisdom +9 vs WillHit: The target is subject to the triggering effect.Augment X: The target takes a penalty to all saving throws made against the effect until the end of the next round. This penalty is equal to X times 2.

Cradle of the Elder BrainPrerequisite:11th level, IllithidBenefit: You gain the Cradle of the Elder Brain racial power.

Cradle of the Elder Brain - Illithid Racial PowerChanneling the might of an Elder Brain, you bend time and space with your psionic prowess to teleport to another location, thwarting your enemy's attack.Daily ✦ Psionic, TeleportationImmediate Interrupt * PersonalTrigger: You are targeted by an attackEffect: You teleport 20 squares.

Thrall Surgery - Illithid Racial PowerStaying the taste of your victim's brain, you instead choose to alter it, transmuting the hapless foe into your thrall.At-Will ✦ CharmFree Action * Melee touchTrigger: A living creature not subject to this effect is dropped to 0 hit points or fewer with your Bore Into Brain racial powerTarget: The triggering creatureEffect: You turn the target into your thrall until the end of the encounter or you die or fall unconscious instead of applying Bore Into Brain's non-damage effects. The now has 1 hit point. While a thrall, the target is subject to the following effects:

The target's maximum hit points are 1.

Never takes damage from a missed attack.

Is dominated, counts as your ally and treats your allies as its allies, and your enemies as its enemies.

Is immune to the mind blast power of mind flayers.

Uses your Will defense instead of its own if it's higher while within your Telepathy range.

Aftereffect: The target dies or falls unconscious.

Interpose Thrall - Illithid Racial PowerYou telepathically command a thrall to take an attack for you.At-Will ✦ PsionicImmediate Interrupt - PersonalTrigger: You are targeted by a melee attackEffect: A creature you are dominating within the attacker's reach that isn't a target of the triggering attack shifts its speed to a square adjacent to you as a free action and becomes a target of the triggering attack instead of you.

Improved Thrall SurgeryPrerequisite: 11th level, Illithid, Create Thrall featBenefit: Thralls you create with your Thrall Surgery racial power gain temporary hit points equal to their healing surge value, and are able to take a full set of actions (standard, move, minor, immediate and opportunity actions) while you dominate them.

Enslave - Illithid Racial PowerYou subjugate your foe with an overwhelming telepathic assault.Encounter ✦ Psionic, CharmStandard Action * Close burst telepathyTarget: One creature in the burstAttack: Primary mental ability modifier +6 vs Will.Level 21: Primary mental ability modifier +9 vs Will.Hit: The target is dominated (save ends). While dominated in this way, you can choose to have the target be immune to the mind blast power of mind flayers and you may have it use your Will defense instead of its own if it's higher while within your telepathy range.

Discerning BlastPrerequisite: Illithid, mind blast racial powerBenefit: You can choose to exempt any number of squares and targets from your mind blast area of effect.

Warp BlastPrerequisite: Illithid, mind blast racial powerBenefit: You may use your mind blast power as a Standard Action. If you do, you may have it gain the following clause and the teleportation keyword:

Effect: You teleport yourself and each target you hit to a square in or adjacent to the area of this power.

Ineffable MindPrerequisite: Illithid, Alien MindBenefit: If a non-aberrant enemy attacks your Will and hits with a fear, charm or psychic attack or with a mind-reading power and while within your telepathy range, that enemy is dazed until the end of your next turn.

Psychic Static Illithid Racial PowerYou project an aura of disorienting psychic feedback.At-Will ✦ Psionic, PsychicMinor - PersonalRequirement: You must not be bloodied.Effect: You gain an aura until the end of your next turn, or until you become bloodied. The size of the aura is equal to your telepathy range. Enemies within the aura that aren't immune to psychic damage take a –2 penalty to their Will defense.Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.Augment 2: As above, and enemies within the aura take a -2 penalty to saving throws against charm, fear and psychic effects until the end of your next turn.

Telekinetic Flight - Illithid Racial PowerYou cast yourself aloft with telekinetic force.At-Will ✦ PsionicMinor - PersonalRequirement: You must not be bloodied.Effect: You gain a fly speed equal to your primary mental ability modifier with an altitude limit equal to your primary mental ability modifier until the end of your next turn, or until you're bloodied.Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can't sustain this power if you're bloodied.Augment 2: You can ignore this power's requirement. You gain a fly speed equal to twice your primary mental ability modifier until the end of your next turn.Sustain Minor: The effect persists until the end of your next turn. You must expend 2 power points to sustain this power.

Will of Ilsensine's ChosenPrerequisite: 11th level, IllithidBenefit: You are immune to the Mind Blast power of Mind Flayers. You gain a +1 racial bonus to Will, and a Intelligence, Wisdom or Charisma modifier racial bonus to saving throws made against Fear, Charm, Illusion and Psychic effects that target Will.

Traumatic BlastPrerequisite: 11th level, Illithid, Staggering Mind Blast, mind blast racial powerBenefit: When you use your mind blast racial power, you may change the duration of all conditions inflicted by it to (save ends).

Overwhelming Mind BlastPrerequisite: Illithid, mind blast racial powerBenefit: Creatures critically hit by your mind blast racial power are dominated until the end of your next turn. This is a charm effect.

Epic Feats:

Swift BorePrerequisite: 21th level, Illithid, bore into brain racial power, Grabbing Bore featBenefit: When you successfully grab a creature, you can immediately make a Bore Into Brain attack against it in the same turn as a minor or immediate action.

Compelling Mind BlastPrerequisite: 21st level, Illithid, mind blast racial powerBenefit: You can slide one creature hit by your mind blast racial power its speed and force it to make a melee basic attack against a creature of your choice. This is a charm effect.

Second Sight -Illithid Racial PowerYour focus your psionic powers, allowing you to infallibly detect enemies by their thoughts, and the psychic disruptions they cause.At-Will ✦ PsionicMinor - PersonalRequirement: You must not be bloodied.Effect: You gain blindsight X until the end of your next turn or until you're bloodied, where X is equal to half your telepathy range.Sustain Minor: The effect persists until the end of your next turn or until you're bloodied. You can only sustain this power if you're not bloodied.Augment 2: You can ignore this power's requirement. You gain blindsight X until the end of your next turn, where X is equal to your telepathy range. This effect cannot be sustained.

Terrifying Mind BlastPrerequisite: 21st level, Illithid, mind blast racial powerBenefit: One creature hit by your mind blast racial power runs its speed away from you as a free action. Each square of this movement must bring that creature further away from you. This is a fear effect.

Empowering ActionPrerequisite: 21st level, IllithidBenefit: You can expend an Action Point as a free action to regain use of an Illithid racial power.

Caller of the Far Realm:Tier: HeroicPrerequisites: Telepathy, aberrant originBenefit: Double your Telepathy range. You can use the Sending ritual once per day as a standard action without expending component costs. You count as having training in Arcana for the purposes of using that ritual or gain a +5 racial bonus to the Sending ritual skill check if you already have training in Arcana, and can use your highest ability modifier in place of your Intelligence modifier for all skill checks related to using that ritual.Special: You can take this feat any number of times. Each time you take this feat, double the range of your telepathy, gain an additional +5 racial bonus to the Sending ritual skill check, and you can use the Sending ritual an additional time per day as above. Racial bonuses gained from these feats stack with each other.

Author's Notes:

I've gotten a complaint about a couple of things: Bore Into Brain's damage, Grabbing Tendrils scaling and the static damage bumps to Mind Blast and Bore Into Brain.

To explain:

Static damage bonuses: These are balanced out by a lack of any kind of implement bonus to damage. In Bore Into Brain's case, it's higher because the attack is clearly conditional. Even with these bonuses, these racials are still inferior to many others, like say Dwarven Resilience, Memory of a Thousand Lifetimes, Cloud of Darkness, Heroic Effort, Elven Accuracy, Second Chance, Dragonfear, and a host of others.

Bore Into Brain's damage: When you consider its averaged DPR (damage per round), and the fact that it requires 2 standards to actually execute on average (one to grab, one to attack), while the target typically has a chance to escape before you actually get to attack, the damage output isn't actually that impressive at all. In comparison to your average striker, the output is in fact straight up laughable.

Grasping Tendrils attack bonus scaling for grabs: The reason why they grant the grab action +3/6/9 to hit is because, like racials, the grab action does not utilize a weapon or implement and thus does in any way benefit from enhancement and other bonuses to hit that normally accrue to attacks. Without these bonuses its accuracy would rapidly fall behind those of implement and weapon attacks.

Description: The morphling is a sentient Far Realm creature unusually capable of peaceful and normal interaction with the Prime Material. Scholars theorize that this is due to its adaptive nature and unsurpassed curiosity, rendering it capable of learning and acquiring the social norms, ethos and conventions of those civilizations it finds itself immersed in. Typically, morphlings will assume the forms of other humanoids they come in contact with, instinctively understanding this as a requisite to peaceful coexistence. The natural form of a morphling is a multi-tentacled amorphous blob of ever-shifting, prismatic flesh; an appearance obviously considered grotesque if not terrifying by the majority of civilizations. In spite of their proven capacity for integration, it should be however noted that even after prolonged socialization and exposure, these creatures retain many thought processes that are as unrelatable and alien as their anatomies.

Clearly an unusual organism, morphlings consist of an aggregate of individually intelligent, amorphous cells that work together in perfect, synchronized coherence to form a gestalt entity. Each of these cells are networked as part of a collective intelligence which serves as the basis for their flawless coordination. Coupled with minor psionic, and reality bending capabilities, they are able to reshape, colour and texture themselves to assume nearly any form or likeness of a similar size, including carried equipment.

MorphlingAmorphous hive-mind gestalts of regenerating protoplasm that can assume nearly any form.
- - - - - - - - - -
Average Height: 4'0” - 7'0”
Average Weight: 100 – 200 lb.
- - - - - - - - - -Ability Scores: +2 Constitution, +2 Charisma or IntelligenceSize: MediumSpeed: 6 squaresVision: Low-light
- - - - - - - - - -Languages: Common, Deep SpeechSkill Bonuses: +2 Endurance, +2 Arcana or BluffAberration: You are an aberration; as such, you are subject to effects and conditions that affect aberrations.Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.Amorpheous: You can squeeze to Tiny size. You take no penalties and do not grant combat advantage from squeezing, have a +5 racial bonus to escape grabs and on saving throws against untyped ongoing damage and slowing, immobilizing and restraining effects specific to a space.Regenerating Aggregate: While bloodied, you have Regeneration 2. The regeneration increases to 4 at level 11, and 6 at level 21. This regeneration works even when you have 0 hit points or fewer, but hit points regained in this way do not reset your hit points to 0, and do not end the Dying condition unless they raise your current hit points to 1 or higher. You have resistance to untyped ongoing damage equal to this regeneration + half your level.Adaptable Form: Whenever you complete an extended rest, you can retrain one Morphling racial feat into another Morphling racial feat of the same tier, or you can retrain one Morphling racial utility power into another Morphling racial utility power of the same level.Assume Form: You gain the use of the Assume Form racial power.Utility Transmutation: You gain the use of the Transmutation racial power.Telepathy 5: You can communicate telepathically with any creature within 5 squares of you that has a language.

Assume Form - Morphling Racial PowerYou transmute yourself into the likeness of another.At-Will ✦ PolymorphFree Action - PersonalTrigger: You touch or hit with a melee attack or psychic attack that targets Will a Tiny to Medium sized creature or object.Target: The touched or hit creature or object.Effect: You can store the likeness of the target and can take on its physical form. This new form lasts until you end the effect as a free action. While disguised in this way, you are the size of the target. You retain your statistics in your new form. Your clothing, armor, and possessions meld into you and change to match your new size and appearance. While disguised as an object, you count as all terrain types of that object (normal terrain, difficult terrain, or blocking terrain) and creatures can share your space (if applicable). If your disguise ends while your space is occupied, and you can no longer share your space, you shift to the nearest unoccupied space of your choice by the most direct route. Any creature that attempts to see through your disguise makes an Insight check opposed by your Bluff check +5. A creature automatically recognizes your disguise if you take an action while it can see you and you're disguised as an object. You may only have one likeness stored. Whenever you store more likenesses than this limit, you must eliminate likenesses of your choice until their total does not exceed your capacity.
At 11th level you can have up to two likenesses stored.
At 21st level you can have up to three likenesses stored. Special: You can use this power without triggering it to take on the appearance of a creature or object whose likeness you've stored as a minor action.

Utility Transmutation - Morphling Racial PowerYour mastery over your form allows you to duplicate most mundane items.At-Will ✦ PolymorphMinor Action - PersonalEffect: You morph a portion of your body to create a non-magical, non-consumable mundane weapon, armour, shield, clothing or object listed under "Adventuring Gear" in a gear slot of your choice. You cannot create any item or object in this way that weighs more than 20 pounds. Any items that previously occupied that slot fall to the ground in your square. You cannot create an item in a slot it normally couldn't occupy. An item created in this way occupies its slots and cannot be disarmed, thrown, sheathed or otherwise moved from its slot in any way. An item created in this way lasts until use this power again for the same slot. You can end this effect for any number of slots as a free action. At the Dungeon Master's discretion, you can morph a hand slot into some other non-magical object no larger than one a Medium creature can carry.

Racial Powers:

Lesser Mimic Power - Morphling Utility 2Mimicing your opponent's form has given you valuable insight into the utilization of its techniques.Encounter ✦ PolymorphFree Action - PersonalTrigger: You are targeted by a basic attack of an enemy whose form you are duplicatingEffect: Once before the end of the encounter you can use the triggering attack of the triggering enemy. The attack bonus for this attack is equal to your level + 5 if it targets AC, or your level + 3 otherwise.

Traumatic Adaptation - Morphling Utility 2Instinctively adapting to an injury or affliction, you fortify your body against similar attacks.Daily ✦ PolymorphNo Action - PersonalTrigger: You take typed damage, or a power subjects you to an effect a save can endEffect: You gain resistance to the triggering damage's types, or gain a power bonus to saving throws against effects with at least one of the triggering power's types equal to your regeneration from Regenerating Aggregate. This effect lasts until the end of the encounter. These benefits are gained after the triggering damage or effects apply.

Horrifying Presence - Morphling Utility 6Your appearance twists and distorts into an ineffable horror of grotesque flowing flesh, whilst a dreadful psychic miasma nurtures the terror in those around you.Daily ✦ Fear, PolymorphFree Action - PersonalEffect: You gain an aura X until the end of the encounter or until you become unconscious. The size of the aura is equal to your telepathy range. Enemies within the aura grant combat advantage and take a -2 penalty to attack rolls against you. This aura is not active while you are using the Assume Form racial power.[/INDENT]

Racial Feats (Morphling race is a prerequisite in all cases):

Heroic:

Morphling SoulPrerequisite: Revenant, MorphlingBenefit: You are an aberrant and a shapechanger and are subject to effects and conditions that affect aberrations and shapechangers.
You gain the Assume Form or Utility Transmutation Morphling racial power, or one Morphling racial trait.

Improved Utility Transmutation:Tier: Heroic, Utility Transmutation racial traitBenefit: You are proficient with all armour and weapons created with your Utility Transmutation racial power, and can form objects with it up to 50 pounds. This does not give you proficiency with armour and weapons of the same types that are not created in this way. You can also use Utility Transmutation once per round as a free action on your turn.

Improved Adaptable Form:Tier: Heroic, Adaptable Form racial traitBenefit: You can retrain up to two additional morphling racial powers or feats with Adaptable Form. Special: You can take this feat any number of times. The benefits of these feats stack.

Collector of Faces:Tier: HeroicBenefit: You increase the maximum number of likenesses you can store with your Assume Form racial power by +1. For each morphling racial feat you take in addition to this one, the number of likenesses you can store increases by +1.

Uncontainable:Tier: HeroicPrerequisites: Assume Form racial powerBenefit: You automatically succeed at any attempt to escape a grab.
You also gain the Uncontainable racial power:

Uncontainable - Morphling Racial PowerYour form distorts and melts to escape its constraints, quickly reforming elsewhere.At-Will ✦ PolymorphMove Action - PersonalEffect: You make a saving throw to end each slowing, immobilizing or restraining effect specific to a space currently affecting you even if that effect normally doesn't end on a save, and shift 1 square.

Assumed Type:Tier: HeroicBenefit: When you use Assume Form, you gain the keywords, type and origin of the creature whose form you are duplicating until that form ends. These keywords, types and origins are in addition to, and do not replace your own.

Morphic Limbs:Tier: HeroicBenefit: Once per turn, you can pick up, sheath and draw an item or reload a weapon as a free action.

Indestructible Aggregate:Tier: HeroicPrerequisites: Regenerating Aggregate racial featureBenefit: You gain a bonus to Death Saving Throws equal to your regeneration from Regenerating Aggregate.
In addition, you die when you take damage that reduces your current hit points equal to your maximum hit point value instead of your bloodied value expressed as a negative number.

Alien Mind:Tier: HeroicBenefit: You gain a +5 racial bonus to saves against charm, fear, illusion or psychic effects (choose one).Special: You can take this feat up to four times. Each time choose a different type of effect to gain a racial bonus to saving throws against.

Alien Physiology:Tier: HeroicBenefit: You gain a +5 racial bonus to saves against poison or disease effects or effects that impose the weakened condition (choose one).Special: You can take this feat up to three times. Each time choose a different type of effect to gain a racial bonus to saving throws against.

Standing Morphosis:Tier: HeroicBenefit: You can stand from prone as a minor action.

Indomitable Aggregate:Tier: HeroicBenefit: You gain a +1 racial bonus to your Fortitude defense, and a +2 bonus to your Endurance checks. Whenever you would unwillingly lose a healing surge from an environmental effect or a hostile attack or effect, you can make a saving throw. On a success you don't lose a healing surge.

Enduring Aggregate:Tier: HeroicPrerequisites: Regenerating Aggregate racial featureBenefit: You gain a racial bonus to your Endurance checks and healing surge value each equal to your regeneration from Regenerating Aggregate. Whenever you make an Endurance check, death saving throw, or saving throw against an effect from an attack that targeted your Fortitude, roll an additional time and take the result of your choice.

Rapid Morphosis:Tier: HeroicBenefit: Once per round, you can use Assume Form to take on the appearance of a creature or object that you previously imitated or Utility Transformation as a free action instead of a minor action.

Paragon:

Flowing Body:Tier: ParagonPrerequisites: Amorpheous racial featureBenefit: You gain the Fluid Form power:Fluid Form - Morphling Racial PowerYou momentarily revert to a mass of loose protoplasm, flowing past your foes.At-Will ✦ PolymorphMove Action - PersonalEffect: Shift 2 squares. During this movement you have phasing, and ignore the effects of grabs, and slowing, restraining, and immobilizing effects specific to a space. You still can't move through blocking terrain, unless liquid could also move through it (DM's discretion).

Assumed Movement - Morphling Racial PowerBriefly, you enhance your assumed likeness to gain the alacrity and movement forms of a foe you've previously imitated.EncounterRequirements:Assume Form must be active.Free Action - PersonalEffect: You lose your movement speeds and movement types and gain the movement speeds and movement types of the creature whose form you are duplicating until that form ends, or until the end of your next turn.Sustain Minor: The effect persists until the end of your next turn.

Special: You can take this feat any number of times. Each time you take this feat you can use this power an additional time per encounter.

Assumed Resistance - Morphling Racial PowerBriefly, you enhance your assumed likeness to gain the resistances and weaknesses of a foe you've previously imitated.EncounterRequirements:Assume Form must be active.Free Action - PersonalEffect: You lose your resistances, immunities and weaknesses, and gain the resistances, immunities and weaknesses of the creature whose form you are duplicating until that form ends, or until the end of your next turn.Sustain Minor: The effect persists until the end of your next turn.

Special: You can take this feat any number of times. Each time you take this feat you can use this power an additional time per encounter.

Assumed Senses - Morphling Racial PowerBriefly, you enhance your assumed likeness to gain the senses of a foe you've previously imitated.EncounterRequirements:Assume Form must be active.Free Action - PersonalEffect: You lose your senses and gain the senses of the creature whose form you are duplicating until that form ends, or until the end of your next turn.Sustain Minor: The effect persists until the end of your next turn.

Special: You can take this feat any number of times. Each time you take this feat You can use this power an additional time per encounter.

Assumed Reach - Morphling Racial PowerBriefly, you enhance your assumed likeness to gain the reach of a foe you've previously imitated.EncounterRequirements:Assume Form must be active.Free Action - PersonalEffect: You lose your reach and gain the reach of the creature whose form you are duplicating until that form ends, or until the end of your next turn.Sustain Minor: The effect persists until the end of your next turn.

Special: You can take this feat any number of times. Each time you take this feat you can use this power an additional time per encounter.

Deathless Aggregate:Tier: ParagonPrerequisites: Indomitable Aggregate featBenefit: You don't slip closer to death when you fail a death saving throw.

Disorientating Feedback:Tier: ParagonBenefit: Whenever a creature within your telepathy range hits you with a charm, fear, illusion or psychic attack that targets Will, it takes a -2 penalty to attack rolls and grants combat advantage until the end of its next turn. This is a fear effect.

Will of the Hive Mind:Tier: ParagonPrerequisites: Alien Mind feat, 15+ Charisma or 15+ IntelligenceBenefit: You gain a +1 racial bonus to Will.
If you are dazed, dominated or stunned by an effect you have a racial bonus to saving throws against, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.

Sight of the Far Realm:Tier: ParagonPrerequisites: Aberrant Eyes featBenefit: You gain Blindsight 2.Special: You can take this feat any number of times, each time increasing the range of your Blindsight by 2. The range of your Blindsight cannot exceed your telepathy range.

Epic:

Assumed Power:Tier: EpicPrerequisites: 21st level, Assume Form racial powerBenefit: When you use Assume Form, you gain the basic at-will Standard Action attack powers of the creature whose form you are duplicating until that form ends. The attack bonus of powers gained in this way is equal to your level +5 for attacks versus AC, or your level +3 for attacks versus other defenses.

Debilitating Feedback:Tier: EpicPrerequisites: 21st levelBenefit: Whenever a creature hits you with a charm, fear, illusion or psychic attack that targets Will, it takes a -2 penalty to its attack rolls, defenses and saving throws until the start of its next turn.

Uncanny Likeness:Tier: EpicPrerequisites: 21st level, Assume Form racial powerBenefit: Whenever an enemy would attack you with a ranged or melee attack while you're adjacent to the creature whose form you're duplicating with your Assume Form racial power, that enemy makes a saving throw if it hasn't seen through your disguise. On a failure, it attacks the creature whose form you are duplicating instead. The creature you're duplicating is unaffected by this feat.

Walk Between Realities - Morphling Racial PowerReality wavers briefly at your presence, allowing you to slip between dimensions to appear elsewhere.At-Will ✦ TeleportationMove Action - PersonalEffect: You teleport 1 square. You do not need line of sight to the destination space. If you try to teleport into a space that you cannot occupy, the teleportation is negated.

Caller of the Far Realm:Tier: HeroicPrerequisites: Telepathy, aberrant originBenefit: Double your Telepathy range. You can use the Sending ritual once per day as a standard action without expending component costs. You count as having training in Arcana for the purposes of using that ritual or gain a +5 racial bonus to the Sending ritual skill check if you already have training in Arcana, and can use your highest ability modifier in place of your Intelligence modifier for all skill checks related to using that ritual.Special: You can take this feat any number of times. Each time you take this feat, double the range of your telepathy, gain an additional +5 racial bonus to the Sending ritual skill check, and you can use the Sending ritual an additional time per day as above. Racial bonuses gained from these feats stack with each other.

SuccubusSeductress fiends from the Nine Hells, they live to corrupt mortals into damnation, while often acting as spies and saboteurs for their infernal masters.
- - - - - - - - - -Average Height: 5' 0"-6' 0"Average Weight: 95-180 lb.
- - - - - - - - - -Ability Scores: +2 Charisma; +2 Intelligence or +2 WisdomSize: MediumSpeed: 6 squaresVision: Darkvision
- - - - - - - - - -Languages: Common, Supernal (you cannot understand and speak all languages due to knowing Supernal)Skill Bonuses: +2 Diplomacy, +2 BluffImmortal (Devil): You are a devil of the Nine Hells, an immortal fiend. You have the Devil keyword and are considered to have the immortal origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect devils and immortals.Fire Resistance: You have fire resistance equal to 5 + half your character level.Succubus' Guise: You gain the Succubus' Guise racial power.Charming Kiss: You gain the Charming Kiss racial power.

Succubus' Guise - Succubus Racial PowerYour flesh wavers and shifts to take on an appearance of your choosing.At-Will * Polymorph
Minor Action - PersonalEffect: You alter your physical form to take on the appearance of any Small or Medium humanoid creature. The appearance of your clothing, armour and possessions do not change. This new appearance lasts until you end this effect as a free action, or you use this power again.
Any creature that attempts to see through your disguise makes an Insight check opposed by your Bluff skill +5. You may take 10 on this opposed check.

It considers you an ally for the purposes of powers, effects and other game mechanics beneficial to you.

You have a +5 bonus to Diplomacy and Bluff checks against the target.

This effect ends if you or one of your allies resolves an attack against the target, you drop to 0 hit points or fewer, you dismiss it as a free action, or you use this power again.Special: You cannot use more than 3 feats with Charming Kiss as a prerequisite that can be optionally applied to modify this power at once.

Racial Feats (Succubus race is a prerequisite in all cases):

Heroic:

Succubus SoulPrerequisite: Revenant, SuccubusBenefit: You are an immortal and have the devil keyword and are subject to effects and conditions that affect immortals and devils.
You gain the Charming Kiss Succubus racial power. Using your Charming Kiss Succubus racial power or your Dark Reaping Revenant racial power automatically expends the other racial power. You may have Dark Reaping deal fire damage in addition to its other damage types.

Suggestive KissPrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do, its hit effect gains the following clause: "You can slide the target its speed and force it to make an at-will attack of your choice against a target of your choice."

Staggering KissPrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do, you may add the dazed condition to its save ends effects.

Theft of FacesPrerequisite:Succubus' Guise racial powerBenefit: When you hit a creature with a melee attack, or a Charm, Fear or Psychic attack that targets Will, you may use your Succubus' Guise power to take on that creature's appearance as a free action.

Talented TailBenefit: Once per round, you can do one of the following as a free action:

Pick up an object within your reach that weighs 5 pounds or less.

Sheath and/or draw an object that weighs 5 pounds or less.

Manipulate an object within your reach in a way that would require a minor action. You can make a Thievery check in this way. You can't manipulate objects that require more than 5 pounds of force to manipulate.

Love ScornedPrerequisite:Charming Kiss racial powerBenefit:Charming Kiss gains the Reliable and Psychic keywords. When you miss with Charming Kiss, you may have it deal psychic damage equal to half your level + your Charisma modifier to its target that ignores resistance and immunity.

Vile TransferencePrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do so, you may transfer an effect with a conditional duration from you to your Charming Kiss target.Special: You may take this power any number of times. For each time you do so, you can transfer an additional effect.

Pleasure From PainBenefit: The first time each turn you kill or bloody a creature, or a creature adjacent to you is killed or bloodied, you gain temporary hit points equal to your Charisma modifier.Level 11: 5 + your Charisma modifier temporary hit points. Level 21: 10 + your Charisma modifier temporary hit points.

Harsh Discipline of BaatorBenefit: Once at the start of your turn, you can take psychic damage equal to half your healing surge value that can't be reduced. If you do, you can making a saving throw to end an enemy effect on you with a conditional duration, even if that effect wouldn't normally end on a save. If this effect is from an attack that targets Will, or has the Fear, Charm, Illusion and/or Psychic keyword(s), you gain a bonus to this saving throw equal to the highest of your Charisma, Intelligence or Wisdom modifiers.

Stunning SeductionBenefit: If you're not surprised, when you roll initiative, you can reduce the initiative roll by your Charisma modifier of one creature you can see as a free action .

Beguiling GuisePrerequisite:Succubus' Guise racial powerBenefit: While you are adjacent to a creature whose appearance you are duplicating with Succubus' Guise you gain combat advantage against that creature.

Infernal CharmBenefit: You gain a +1 racial bonus to attack and damage rolls with your Charm attacks. Enemies take a -2 penalty to their first saving throw against your Charm effects.

Devil's Tongue - Succubus Racial PowerYour lies are undeniable like self-evident truths, your overtures of friendship that of a long-time companion.Encounter * Charm
Free Action - Personal
Trigger: You make a Charm attack roll or Streetwise, Diplomacy or Bluff check and dislike the result.Effect: You reroll the attack roll or check and take the result of your choice.

Perfect GuisePrerequisite:Succubus' Guise racial powerBenefit: When you use Succubus' Guise, your clothing, armour and possessions change to match your new appearance while you tend to them (their mechanical attributes don't change). You can take 20 instead of 10 on opposed checks made against your Succubus' Guise disguise.

Love's BetrayalPrerequisite:Charming Kiss racial powerBenefit: While the target of your Charming Kiss is subject to its effects, you have combat advantage against it. If your Charming Kiss effect ends because you attacked its target, it takes psychic damage equal to your Charisma modifier. At level 11 this damage increases to 5 + your Charisma modifier. At level 21 this damage increases to 10 + your Charisma modifier.

Speak of the DevilBenefit: Supernal now allows you to speak and understand all languages. You gain telepathy 5. Your telepathy range is unlimited when communicating with creatures you're dominating and your Charming Kiss target.

Opportunistic KissPrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power in place of an melee basic attack when making an opportunity attack.

Irresistible AllurePrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do so, you may subject its target to the following effect: Until your Charming Kiss effects end, the target can only willingly move to squares closer or adjacent to you.

Souldraining KissPrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do so while attacking a living creature, you may have Charming Kiss gain the Healing, Necrotic and Psychic keywords for that attack, and its hit effect gain the following clause: "The target takes necrotic and psychic damage equal to your healing surge value plus your Charisma modifier and you can spend a healing surge, regaining additional hit points equal to your Charisma modifier."

Sorrowful ConsortPrerequisite:Charming Kiss racial powerBenefit: Your Charming Kiss effects don't end when you drop to 0 or fewer hit points. As long as you are dying and unconscious, your Charming Kiss target automatically fails its normal saving throws against its effects (this does not apply to saving throws granted by other sources).

Blown KissPrerequisite:Charming Kiss racial powerBenefit: You can use your Charming Kiss as a close burst 5 attack, targeting one creature in the burst.

Paragon:

Wings of the TemptressPrerequisite: Immortal origin and devil keywordBenefit: You gain a fly speed of 6 with altitude limit 1.

Enchanting AffectionPrerequisite:Charming Kiss racial powerBenefit: Creatures subject to your Charming Kiss effects have a -5 penalty to their Will defense against your attacks, and a -2 penalty to saving throws against your attacks that target Will. This benefit can't increase the total penalty on any saving throw (after bonuses) to more than -10.

Tainted LovePrerequisite:Charming Kiss racial powerBenefit: Whenever your Charming Kiss effect would end because you or an ally attacked its target, that target instead makes a saving throw to end the effect, even if the effect wouldn't normally end on a save.

Infernal Luck - Succubus Racial PowerThe fates conspire with the will of Baator to thwart your enemies, cursing them with preternaturally horrid misfortune.Daily * Aura
Free Action - PersonalEffect: You gain an aura 2 until the end of the encounter, or until you drop to 0 hit points or fewer. You may activate and deactivate this aura as a minor action. Enemies within the aura take a -4 penalty to their saving throws. This effect can't increase the total penalty on any saving throw (after bonuses) to more than -10.

Call of the LegionBenefit: You gain the Call of the Legion racial power:

Call of the Legion - Succubus Racial PowerHaving proven yourself in the eyes of your dark masters, you have been granted authority over a small squad of Hellguard Legionnaires; for a price.Daily * Fire, Necrotic, Summoning
Minor Action - Close burst 5Requirement: You must lose a healing surge to use this power. If you have no healing surges remaining, you take necrotic damage equal to your healing surge value that can't be reduced.Effect: Four Hellguard Legionnaires appear in unoccupied spaces within the burst. Whenever you spend a standard action to command one, the others can take an action of that type. Whenever you take a move action, each Legionnaire can also take a move action. Each Legionnaire has its own opportunity actions. You don't lose a healing surge until all of the Legionnaires are destroyed.

Enduring CorruptionPrerequisite:Charming Kiss racial powerBenefit: If your Charming Kiss target is affected by your Charming Kiss at the end of an encounter, the effect lasts for 24 hours from the time you last kissed the target (it still ends if you drop to 0 hit points or fewer, if you or one of your allies attacks the target, you dismiss it as a free action, or you use Charming Kiss on another target).
Once per encounter, you can attempt to force your Charming Kiss target to surrender with a Standard Action as per Intimidate, using Diplomacy in place of Intimidate for this opposed check. Creatures that were unfriendly or hostile before being subject to your Charming Kiss count as being unfriendly or hostile for this check. Elites get a +5 bonus to their Will defense for this check. Solos get a +20 bonus to their Will defense for this check.

Enervating KissPrerequisite:Charming Kiss racial powerBenefit: You may use your Charming Kiss power as a Standard Action. If you do, you may add the weakened and slowed conditions to its save ends effects.

Infernal StrideBenefit: You gain teleport 1 as a move speed.Special: You can take this feat any number of times. Each time you take this feat, increase your teleport speed granted by this feat by +2.

Loyal Consort - Succubus Racial PowerYou beseech your charmed accomplice for help, exploiting his feelings of love and devotion to take a blow for you.At-Will * Charm
Immediate Interrupt - Close burst 1
Trigger: You are targeted by an attack.Target: Your Charming Kiss target, or a creature you're dominating within the burst.Effect: The target swaps places with you as an free action. If the triggering attack is a ranged or melee attack, the target becomes the target of that attack instead of you.

Wings of BaatorPrerequisite:Wings of the Temptress featBenefit: Your flight speed has no altitude limit.

Revealing ThoughtsPrerequisite:Speak of the Devil featBenefit: You gain the following benefits against creatures within your Telepathy range:

Combat advantage.

A +2 racial bonus to Diplomacy, Bluff, Insight and Intimidate checks.

You roll an additional d20 for your Charming Kiss attack roll against targets within your Telepathy range, and take the d20 result of your choice.

Wake of RuinPrerequisite:Infernal Stride featBenefit: You gain the Wake of Ruin power:

Wake of Ruin - Succubus Racial PowerYou vanish in a dazzling plume of brimstone and lingering hellfire.At-Will (1/turn) * Fire, Necrotic, Zone
No Action - Close burst 1
Trigger: You teleport.Target: Each creature in the burstEffect: 5 + the highest of your Charisma, Intelligence or Wisdom modifier fire and necrotic damage. The burst creates a zone until the end of your next turn. Enemies that enter the zone or end their turn take fire and necrotic damage equal to the highest of your Charisma, Intelligence or Wisdom modifier. A creature can only take this damage once per turn.

Glasya's KissPrerequisite:Charming Kiss racial power, Staggering Kiss featBenefit: You may use your Charming Kiss power as a Standard Action. If you do, you may add the dominated condition to its save ends effects. On your turn, while you can communicate with the target, you may command the target to take an action by expending an action of the same type.

Aura of Infernal Seduction (11th level): You gain an aura 5; whenever an enemy within the aura succeeds on a saving throw against your Charm effects, it must reroll that saving throw and take the lowest result. You ignore the Charm immunity of creatures within the aura; your Charm effects on them end if they leave the aura while they still have Charm immunity.

Alluring Action (11th level): When you spend an action point to take an extra action, you can target one creature within your Aura of Infernal Seduction with Charming Kiss as a free action. This use of Charming Kiss can't be modified with feats, doesn't expend your use of Charming Kiss, and can be used while Charming Kiss is expended.

Whispers of Seduction (16th level): Once per round, when you would miss an enemy within your Aura of Infernal Seduction with a Charm attack that targets Will, you can reroll that attack roll, and take the result of your choice, or when you would fail a Bluff or Diplomacy check against a creature within your Aura of Infernal Seduction you can reroll that check and take the result of your choice.

Daughter of Glasya Powers:

Agonizing Temptation - Daughter of Glasya Attack 11Your charms are irresistible, damning those you lay eyes upon to abject servitude lest their soul be wracked with an unbearable sense of loss and regret.Encounter * Charm, Psychic
Standard Action - Close burst auraTarget: One creature within your Aura of Infernal SeductionAttack: Charisma + 6 vs WillLevel 21: Charisma + 9 vs Will Hit: The target chooses one of the following effects. On a critical hit, you choose the effect instead:

It takes psychic damage equal to twice your Charisma modifier + your level and is dazed, slowed and weakened until the end of your next turn. This damage ignores resistance and immunity.

It is dominated until the end of your next turn, and moves its speed towards you as a free action. This movement doesn't provoke opportunity attacks, and the target must move as close to you as it can.

Glasya's Rebuke - Daughter of Glasya Utility 12Sultry whispers echo throughout the mind of your foe, weakening his resolve, cajoling him into eager submission. At the first sign of defiance however, the voices hurtle damning epithets and scornful derision.Encounter * Charm, Psychic
Immediate Interrupt - Close burst auraTrigger: A creature within your Aura of Infernal Seduction succeeds on a saving throw against one of your Charm effects.Target: The triggering creatureEffect: The target chooses one of the following effects:

It fails the triggering save.

It takes psychic damage equal to your twice your Charisma modifier + your level that can't be reduced and is dazed until the end of the active creature's next turn, then rerolls the triggering saving throw, taking the lowest result.

Aspect of Glasya - Daughter of Glasya Attack 20You channel the fell power of your Mistress, her might fortifying the strength and expanse of your corrupting presence. All who witness your glorious ascension fall prostrate before you in astonishment and awe.Daily * Charm, Polymorph, PsychicStandard Action - Close burst auraTarget: Enemies within your Aura of Infernal SeductionAttack: Charisma +9 vs WillHit: The target is knocked prone. The target chooses one of the following effects. On a critical hit both effects apply:

Effect: You transform into an aspect of the hell-princess Glasya. Until the end of the encounter you gain the following benefits:

Whispers of Seduction's once per round usage limits are negated.

The size of your Aura of Infernal Seduction increases by +5.

You can communicate telepathically with creatures within your Aura of Infernal Seduction.

You gain Truesight against creatures within your Aura of Infernal Seduction.

Creatures within your Aura of Infernal Seduction grant combat advantage to you, take a -2 penalty to attack rolls against you and take psychic damage equal to your Charisma modifier whenever they attack that ignores resistance and immunity.

You gain a +2 power bonus to attack rolls with Charm attacks against creatures within your Aura of Infernal Seduction.

You gain a +5 power bonus to Bluff and Diplomacy checks against creatures within your Aura of Infernal Seduction.

NephilimNephilim are the often haughty descendents of the gods and primordials, vaunted as a bridge between two eternally warring factions, or loathed and despised as an ineffable abomination.
- - - - - - - - - -Average Height: 5' 10"-6' 5"Average Weight: 150-250 lb.
- - - - - - - - - -Ability Scores: +2 AnySize: MediumSpeed: 6 squaresVision: Low-light vision
- - - - - - - - - -Languages: Common, Supernal and Primordial (you cannot understand and speak all languages due to knowing Supernal)Skill Bonuses: +2 Arcana or +2 Religion, +2 AnyImmortal: You are an immortal, a direct progeny of the gods and angels. You thus have the immortal origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect immortals.Elemental: You are an elemental, a direct progeny of the primordials and archons. You thus have the elemental origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect elementals.Nephilim Resistance: Choose a damage type. You gain its keyword, resistance to that damage type equal to 5 + half your character level and a +5 bonus to saving throws against it.Pride of the Nephilim: While you are unbloodied, you have a +1 bonus to all defenses, skill and ability checks, and saving throws.Nephilim Resilience: You gain the Nephilim Resilience racial power.Scorn of the Nephilim: You gain the Scorn of the Nephilim racial power..

Nephilim Resilience - Nephilim Racial PowerA scion of gods and primordials knows no weakness.Encounter * Divine, Elemental
No Action - PersonalTrigger: You are subject to an effect with a conditional durationEffect: You make a saving throw to end the triggering effect, even if that effect doesn't normally end on a save.Special: When you expend this power by any means, you expend your Scorn of the Nephilim power.

Scorn of the Nephilim - Nephilim Racial PowerSummary punishment befalls those who dare strike a descendent of the immortals, whilst your scorn shields you from attack.Encounter * Divine, Elemental, Varies
Free Action - PersonalTrigger: You are hit by an attack or take damage that has one or more damage typesTarget: The triggering attacker (if any)Effect: The target takes damage of the types and the amount of your Nephilim Resistance plus your primary ability modifier. This damage ignores resistance and immunity. If you took typed damage, including from the triggering attack, your Nephilim Resistance damage type then changes to a triggering damage type of your choice until the end of the encounter. Special: When you expend this power by any means, you expend your Nephilim Resilience power.

Racial Feats (Nephilim race is a prerequisite in all cases):

Heroic:

Anathema ScornPrerequisite:Scorn of the Nephilim racial featureBenefit: Your Scorn of the Nephilim power deals damage of all the types its targets are vulnerable to in addition to its normal damage types. If a target is vulnerable to no damage types, Scorn of the Nephilim deals extra damage to that target equal to half your level.

Blood of the ChosenPrerequisite:Nephilim Resistance racial featureBenefit: You gain a +1 racial bonus to attack and damage rolls with attacks that have the keyword of your Nephilim Resistance damage types chosen at character creation and with the Adaptive Resistance racial feat.
This bonus to damage rolls increases to +2 at level 11 and +3 at level 21.

Nephilim SoulPrerequisite: RevenantBenefit: You gain the Nephilim Resilience and Scorn of the Nephilim racial powers. You must expend one of these powers to use your Dark Reaping power. Whenever you use Dark Reaping, you expend one of these powers.

Humbling PunishmentPrerequisite:Nephilim Resistance and Scorn of the Nephilim racial featuresBenefit: Your Scorn of the Nephilim power deals +5 extra damage and knocks its targets prone. This extra damage increases to 10 at level 11 and 15 at level 21.

Adaptive ResistancePrerequisite:Nephilim Resistance racial featureBenefit: Choose a damage type. Once during your turn as a free action, you can switch your Nephilim Resistance to its original damage type, or a damage type chosen with this feat or gained this encounter with Scorn of the Nephilim.Special: You can choose this feat any number of times. Each time you do, choose a different damage type.

Will of the NephilimPrerequisite:Nephilim Resilience racial featureBenefit: If you fail the saving throw granted by your Nephilim Resilience racial power, you can reroll that save and take the highest result, ignoring any penalties to the saving throw.

Above FailurePrerequisite:Pride of the Nephilim, Nephilim Resilience and Scorn of the Nephilim racial featuresBenefit: You gain the Above Failure racial power:

Above Failure - Nephilim Racial PowerFailure is inconceivable for one of the Chosen.Encounter * Divine, Elemental
Free Action - PersonalRequirement: Your Pride of the Nephilim benefits must be active and you must expend your Scorn of the Nephilim or Nephilim Resilience power.Trigger: You miss, or you fail a check or saving throw.Effect: Reroll the triggering attack, check or saving throw and take the result of your choice. If this second roll also misses or fails, you take psychic damage equal to your healing surge value that can't be reduced.

Sight of the NephilimBenefit: You gain Darkvision. You can sense the presence magic as a free action and as though you were trained in Arcana. You use your primary ability modifier in place of Intelligence modifier for skill checks to do so. If you are already trained in Arcana, you gain a +5 bonus to such checks.

Wisdom of the NephilimBenefit: You count as having training in Religion and Arcana for the purposes of monster knowledge checks against creatures with the immortal or elemental origin respectively, and you use your primary ability modifier in place of your Intelligence modifier for these checks. If you already have training in the corresponding skill used for a Religion or Arcana monster knowledge check, you gain a +5 bonus to it.

Resolve of the NephilimPrerequisite:Nephilim Resilience and Scorn of the Nephilim racial featuresBenefit: You gain the Resolve of the Nephilim racial power:

Resolve of the Nephilim - Nephilim Racial PowerTo fall is an indignation beneath you.Encounter * Divine, Elemental
Free Action - PersonalTrigger: You are reduced to 0 hit points or fewer.Effect: You lose a healing surge. If you do, you don't start dying from being at 0 hit points or fewer until the end of your next turn.Sustain Free: You lose a healing surge. If you do, the effect persists until the end of your next turn.

Indomitable PridePrerequisite:Pride of the Nephilim racial featureBenefit: You don't lose the bonuses provided by Pride of the Nephilim while bloodied. You lose the benefits of this feat when you are dropped to 0 hit points or fewer until the end of your next short rest.

Nephilim AffinityPrerequisite:Nephilim Resistance racial featureBenefit: You ignore all resistances and immunities that share a type with your Nephilim Resistance. Special: At level 11+, you may take this feat again. If you do, resistances ignored in this way count as vulnerabilities of the same type and amount for your attacks. Immunities ignored in this way count as vulnerable 10 + your level for your attacks.

Armour of ContemptPrerequisite:Scorn of the Nephilim racial featureBenefit: Whenever you would change your Nephilim Resistance damage type with Scorn of the Nephilim, your Nephilim Resistance instead applies to the damage types it would be changed to in addition to its existing types until the end of the encounter.

Erupting ScornPrerequisite:Scorn of the Nephilim racial featureBenefit: When you target a creature with Scorn of the Nephilim, enemies within a close burst 1 of you are targeted as well.Special: You may take this feat once per tier. Each time you do so beyond the first, this feat's burst size doubles.

Marking ScornPrerequisite:Scorn of the Nephilim racial featureBenefit: Your Scorn of the Nephilim targets are marked by you until the end of the encounter or they make an attack with you as the only target.

Surge of ScornPrerequisite:Nephilim Resilience and Scorn of the Nephilim racial featuresBenefit: If you succeed on the saving throw granted by your Nephilim Resilience power or deal damage to a Scorn of the Nephilim target, the bonus provided by Pride of the Nephilim applies to your attack and damage rolls and increases by +2 until the end of your next turn. It remains active for this duration even while you're bloodied.

Impenetrable ResistancePrerequisite:Nephilim Resistance racial featureBenefit: You gain a +1 racial bonus to your defenses against attacks that feature your Nephilim Resistance keyword. This bonus increases to +2 at level 11, and +3 at level 21. If you are subject to an effect with your Nephilim Resistance keyword, you can make a saving throw to end that effect at the start of your turn, even if it doesn't normally end on a save.

Paragon:

Lingering PunishmentPrerequisite:Nephilim Resistance and Scorn of the Nephilim racial featuresBenefit: Your Scorn of the Nephilim targets take ongoing damage (save ends) equal to half the damage it deals. This ongoing damage is of the types of damage it dealt, and ignores resistance and immunity.

Vengeance of the NephilimPrerequisite:Nephilim Resilience racial featureBenefit: When you make a successful saving throw granted by your Nephilim Resilience racial power against an effect inflicted by an enemy, you can subject it to that effect.

Withering DenunciationPrerequisite:Scorn of the Nephilim racial featuresBenefit: Your Scorn of the Nephilim targets are subject to the following effects (save ends all):

Their damage type resistances become vulnerabilities of the same amounts and types. Damage type immunities become vulnerable 10 + your level of the same type. If they have no damage type resistances or immunities they gain vulnerable all instead equal to your primary ability modifier.

They lose all other immunities.

They grant combat advantage.

They can't benefit from bonuses other than enhancement and item bonuses.

Of Solace and ScornPrerequisite:Nephilim Resilience and Scorn of the Nephilim racial featuresBenefit: Using your Nephilim Resilience or Scorn of the Nephilim power no longer expends the other power.

Scion's IndignationPrerequisite:Nephilim Resilience and Scorn of the Nephilim racial featuresBenefit: You regain the use of your Nephilim Resilience and Scorn of the Nephilim racial features when your hit points first drop to less than your bloodied value during an encounter.

Inner DivinityBenefit: Choose a Channel Divinity power you don't have. You gain that Channel Divinity power. You can use yourself as an implement for Channel Divinity powers gained in this way. If you do, your implement properties for that power are equal to the properties of a magical weapon or implement of your choice you have equipped or a Magic Holy Symbol of your level or less you count as being proficient with. If you have training in one or more superior implements, you can apply the qualities of one of those superior implements to that power. You may have all damage dealt by that power be of the type of your Nephilim Resistance.Special: You can take this feat any number of times. Each time you do, you gain another Channel Divinity power.

Shun the UnworthyPrerequisite:Pride of the Nephilim racial featureBenefit: The bonus to defenses and saving throws granted by Pride of the Nephilim increases by +1 versus bloodied creatures and their effects.

Wings of the NephilimPrerequisite: Immortal and elemental originBenefit: You gain a fly speed equal to the greater of 6 or your base movement speed with altitude limit 1.

Epic:

Echoing PunishmentPrerequisite:Nephilim Resistance and Scorn of the Nephilim racial featuresBenefit: Your Scorn of the Nephilim power gains the following effect:
Whenever the target would trigger Scorn of the Nephilim, it takes damage equal to the types and amount your Scorn of the Nephilim would deal to it (save ends). This damage ignores resistance and immunity.

God SightBenefit: You gain truesight 5.Special: You can take this feat any number of times. Each time you do, double the range of your truesight gained with this feat.

Immortal AscendentPrerequisite:Wings of the Nephilim featBenefit: Your fly speed gained from your Wings of the Nephilim feat gains the hover subtype, and no longer has an altitude limit.

Inviolable ContemptPrerequisite:Scorn of the Nephilim racial featureBenefit: When you use Scorn of the Nephilim to change your Nephilim Resistance damage type, you have immunity to your Nephilim Resistance damage types (save sustains). You can't apply any bonuses to saving throws to sustain this effect other than those from your Pride of the Nephilim feature.

Stride of the ImmortalsBenefit: You gain a teleport move speed equal to half your base move speed.Special: You can take this feat any number of times. Each time you do, double the speed of your teleport movement gained with this feat.

Condemn the UnworthyPrerequisite:Pride of the Nephilim racial featureBenefit: While you are unbloodied, you have combat advantage against bloodied creatures and Pride of the Nephilim grants a +2 bonus to attack rolls against them.

Transcendent ResolvePrerequisite:Pride of the Nephilim racial featureBenefit: The bonus to saving throws granted by Pride of the Nephilim increases by +4.

Beneath Contempt - Nephilim Racial PowerYour contempt for your inferior foes is without limit, disdainful outrage turning away even their mightiest attacks without hesitation, though at the ultimate cost of sapping your resolve.Encounter * Divine, Elemental
No Action - PersonalTrigger: You are hit by an attack or take damage that has one or more damage typesEffect: The benefits of your Nephilim Resistance apply to all damage types (including untyped damage) and keywords until the end of your next turn.Aftereffect: You lose your Nephilim Resistance and can't use your racial powers (save ends both). You can only make saving throws against this effect at the end of your turn, and cannot make saving throws against this effect in the same turn you were subject to it.

Description: The Nephilim are proud, and often haughty descendents of the gods, primordals and their angel and archon servants. Those of a more extreme persuasion consider themselves to be the 'Chosen', a messianic master race whose ultimate destiny is to seize control of multiverse, thereby ushering in a new golden era under the auspices of their benevolent reign.

Their appearances are highly variable but virtually always humanoid in nature. They tend to be aligned with some divine domain or elemental quality, their appearance and demeanour often closely echoing their association with that aspect.

Though most races and peoples are indifferent to the Nephilim but for their insufferable, racially typecast pride, some, particularly those familiar with the Dawn War, actively laud them as the master race some of their number claim, or at least a bridge between the warring gods and primordials. Others however, see them as a blight and horrible abomination to be expunged, a harrowing transgression against the natural order that should not be.

GhostGhosts are the spectral remnants of the creatures they were in life. They are incorporeal and unworldly.
- - - - - - - - - -Average Height: As past-life race.Average Weight: 0 lb.
- - - - - - - - - -Ability Scores: +2 Charisma or +2 any non-Strength ability from your past life race.Size: As past-life race.Speed: 6 squaresVision: Darkvision
- - - - - - - - - -Languages: As past-life race.Skill Bonuses: +2 Stealth, +2 Intimidate. You may substitute one or both of these bonuses with those from your past-life race.Undead: You have the undead keyword, have undead properties, and are subject to effects and conditions that affect undead. You do not count as a living creature.Shadow: You have the shadow origin and are subject to effects and conditions that affect shadow creatures.Past Life: Select a non-undead race. You are considered as a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites. In addition, you cannot choose any class, feat or other game element that would also classify you as undead. Ghost cannot be selected as a Past Life option for other races with this racial trait.Embraced in Darkness, Scorned by Light:

You have resist Necrotic and Poison equal to 5 + half your character level and immunity to disease.

You have vulnerable 5 radiant. This increases to vulnerable 10 radiant at level 11 and vulnerable 15 radiant at level 21.

Spectral Being:

You have half your normal maximum hit points and phasing and insubstantial. Radiant and Force damage ignore this insubstantial quality. You cannot move through the blocking terrain/occupied squares of effects that were created by a power with the Force or Radiant keywords with this phasing quality.

Whenever you would deal untyped damage with a weapon or melee attack (including your unarmed attacks), you instead deal necrotic damage. Whenever you would target AC with a weapon or melee attack (including your unarmed attacks), you instead target Reflex with a -2 penalty to the attack roll.

Hollow Soul:

Once when you complete a short rest, an ally within a close burst 5 of you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value.

You have a normal maximum of 2 healing surges instead of your normal healing surge allotment from your class and Constitution modifier. Whenever you end a short or extended rest with more healing surges than the number granted by an extended rest, you lose all healing surges above that number and regain all of your hit points.

Fall Into Shadow:

While you're dying, you're removed from play instead of falling unconscious and prone. When this effect ends, you return to play in a space of your choice nearest to the space you were removed from play in this way, and are dazed and weakened until the end of your next turn. These conditions cannot be ended prematurely by any means.

While removed from play in this way, when you make a death saving throw, you may lose a healing surge to count as though you had rolled a 20 (you must still pay a healing surge to regain hit points in this way as normal). You die when you fail two death saving throws instead of three.

Siphon Soul: You gain the Siphon Soul racial power.

Siphon Soul - Ghost Racial PowerYou tear from a foe a piece of its immortal essence.Encounter * Necrotic, Psychic, Shadow
No Action - PersonalSpecial: You may expend a non-background encounter attack power to use this power, even if it's expended.Trigger: You hit a non-construct creature with an attack that deals damage who is within a close burst 5 of you.Effect: The triggering attack gains the Shadow keyword. It deals psychic and necrotic damage in addition to its normal damage types. The target is slowed and can't regain hit points or gain temporary hit points until until the end of its next turn, and you gain temporary hit points equal to half your Primary Ability modifier. Temporary hit points gained in this way stack with existing temporary hit points and those gained from the triggering attack. If you expended a non-background encounter attack power to use this power, you gain a healing surge and the target is also weakened until the end of its next turn.Level 11: If you expended a non-background encounter attack power to use this power, the target is also dazed or immobilized (your choice) until the end of its next turn.Level 21: If you expended a non-background encounter attack power to use this power, the target is also dazed and immobilized until the end of its next turn.

Racial Feats (Ghost race is a prerequisite in all cases):

Heroic:

Spectral BanePrerequisite:Spectral Being racial featureBenefit: You ignore the insubstantial quality while you have insubstantial.

Spectral MightPrerequisite:Spectral Being racial featureBenefit: You use your Charisma ability score and modifier in place of your Strength ability score and modifier.

Spectral FlightPrerequisite:Spectral Being racial featureBenefit: You have a fly 6 (hover) speed with an altitude limit of 1 while you have phasing.Special: You can take this feat a second time as a Paragon feat starting at level 11. If you do, this fly speed loses its altitude limit.

Death ScornedPrerequisite:Fall Into Shadow racial featureBenefit: The number of death saving throws you need to fail before dying increases by +1.Special: You can take this feat an additional time per tier beyond the first.

Fell RejuvenationPrerequisite:Soul Siphon racial featureBenefit: Whenever you deal damage to a creature with an attack enhanced by Soul Siphon, you can make a saving throw to end an effect with a conditional duration, even if that effect doesn't normally end on a save.

Grave DeterminationPrerequisite:Fall Into Shadow racial featureBenefit: Whenever you would be dazed and weakened from returning to play when you stop dying, you can choose to be dazed or weakened instead.

Taint of the TombPrerequisite:Spectral Being racial featureBenefit: Whenever you deal damage to a creature with an attack, you may have it deal necrotic damage in addition to its normal damage types.

Adaptive SoulPrerequisite:Embraced in Darkness, Scorned by Light racial featureBenefit: After you take damage from your radiant vulnerability, you lose your radiant vulnerability until the end of your next turn and radiant damage is reduced by your Ghost insubstantial quality until the end of your next turn. After you take force damage, force damage is reduced by your Ghost insubstantial quality until the end of your next turn.

Refuge in ShadowPrerequisite:Embraced in Darkness, Scorned by Light racial featureBenefit: Your radiant vulnerability is reduced by up to 5 while you're in dim light and by up to 10 while you're in darkness.

Enduring SpiritPrerequisite:Spectral Being racial featureBenefit: While bloodied, you have regeneration equal to half your Primary Ability modifier, or your Primary Ability modifier while you're in darkness. Whenever you take radiant damage greater than 5 + half your level, you lose this regeneration until the end of your next turn.

DarkstalkerPrerequisite:Spectral Being racial feature, Stealth trainingBenefit: You have a +2 racial bonus to Stealth checks while in dim light. This bonus increases to +5 while you're in darkness. You do not incur penalties to your Stealth checks for movement.

Chill of the GravePrerequisite:Spectral Being racial featureBenefit: Whenever you deal necrotic damage with an attack due to your Spectral Being racial feature, you may also deal cold damage in addition to all other damage types dealt with that attack.

Paragon:

Soul ReaverPrerequisite:Soul Siphon racial featureBenefit: Whenever you deal damage to a creature with an attack enhanced by Soul Siphon, that creature loses all temporary hit points before that enhanced attack deals damage, and you gain half of all temporary hit points lost in this way. Whenever a creature subject to the effects of your Soul Siphon would regain hit points or would gain temporary hit points you regain that many hit points, or gain that many temporary hit points instead.

Linked SoulPrerequisite:Soul Siphon racial featureBenefit: Whenever a creature subject to your Soul Siphon power would regain hit points or gain temporary hit points, you gain that benefit instead. Whenever you would take damage, creatures subject to your Soul Siphon power, if you expended an encounter power to use it, take half of that damage as psychic damage that ignores resistance and immunity, and you take the other half.

Dark TransferencePrerequisite:Soul Siphon racial featureBenefit: Whenever you subject a creature to your Soul Siphon power, if you expended an encounter power to use it, you may also transfer an enemy effect on your character with a conditional duration to that creature, and whenever you are subject to an enemy effect with a conditional duration, enemies subject to that Soul Siphon power must make a saving throw or be subject to that effect as well.

Racial Utility Powers (Ghost race is a prerequisite in all cases):

Level 2:Ghostly Dissipation - Ghost Racial PowerAs an enemy's blow tears through your ghostly form, you cleave apart, dissipating into nothingness shortly before reforming elsewhere.Encounter * Shadow
Immediate Reaction - PersonalSpecial: You may use this power without a trigger as a Standard ActionTrigger: You take damage that is reduced by your Spectral Being insubstantial qualityEffect: You are removed from play. At the start of your next turn, you return to play in a square within a close burst 5 of you, and you are invisible until you resolve an attack, or until the end of that turn.

Level 6:Bleak Nexus - Ghost Racial PowerYou call out, and the shadows answer, swirling about you in a penumbral maelstrom.Daily * Shadow
Minor - PersonalEffect: You gain an aura 5 until the end of the encounter which has the following properties:

All bright light is dim light in the aura, and all dim light in the aura is darkness.

You have blindsight and combat advantage against enemies within the aura.

Squares in the aura are lightly obscured to enemies.

You and allies in the aura have Darkvision, lose vulnerability to radiant and gain resist necrotic and radiant equal to 5 + half your level and a +2 bonus to all defenses and saving throws against necrotic and radiant attacks.

Level 6:Shadow Stalk - Ghost Racial PowerYou become one with the darkness, partly discorporating into it.At-Will * Shadow
Move - PersonalEffect: You move your speed. If you end your movement in dim light or darkness, you can make a Stealth check to hide even if you lack cover or concealment. You do not take any penalties to this Stealth check from movement. While hidden in this way, dim light and darkness can satisfy the requirements for remaining hidden in place of cover and concealment. If you were hidden before making this movement, and end this movement in dim light or darkness, you remain hidden for its duration.

Level 10:Fade Out - Ghost Racial PowerAt a whim, you fade from sight.At-Will * Shadow
Standard - PersonalEffect: You are invisible until you resolve an attack, or you end this effect as a Free Action.

Racial Attack Powers (Ghost race is a prerequisite in all cases):

Level 1:Soul Gorge - Ghost Racial PowerYour hunger for souls momentarily overwhelms, causing you to viciously tear at your foe's spiritual essence until satiated.Daily * Necrotic, Shadow
No Action - Close burst 5Target: One creature in the burst subject to an attack enhanced by your Soul Siphon powerAttack: Primary ability modifier + 3/6/9 vs Fortitude. This attack ignores all cover and concealment and has combat advantage against bloodied creatures.Hit: The target loses a healing surge, or two healing surges if bloodied. For each healing surge it would lose in this way but that it does not have, it instead takes irreducible necrotic damage equal to its healing surge value. You gain a healing surge, or two healing surges if the target was bloodied.Miss: You regain the use of this power.

Level 5:Spawn Wraith - Ghost Racial PowerAs you fell a creature, you corrupt what remains, transforming its animus into a fellow wraith under your command.Daily * Shadow
Free Action - Close burst 5Trigger: You resolve an action that kills a non-construct creature with necrotic damageTarget: The creature you killedEffect: A copy of the target appears in its space, or the nearest unoccupied square of your choice with current and maximum hit points equal to half the target's healing surge value. That copy then becomes the target of this attack. The target is dominated by you until the end of the encounter. This dominated condition does not cause it to grant combat advantage, grants it a full set of actions, and has it treat your enemies as its enemies and your allies as its allies. The target gains the following properties until it dies:

The undead keyword and shadow origin.

Resist necrotic and vulnerable radiant equal to 5 + half your level.

Immunity to poison and disease.

Darkvision, insubstantial and phasing. Force and radiant damage ignores this insubstantial quality. The target cannot use this phasing quality to move through blocking terrain/occupied squares of effects that were created by a power with the Force or Radiant keywords.

Fly speed 6 (hover).

Aftereffect: The target dies.

Level 10:Fell Possession - Ghost Racial PowerYou disappear into your foe and see the world from his eyes, his mind no longer his own.Daily * Charm, Shadow
Standard - Close burst 1Target: One creature in the burst. Attack: Primary ability modifier + 3/6/9 vs Will. This attack ignores all cover and concealment.Hit: You are removed from play and the target is dominated (save ends).

Each Failed Save: The target takes a cumulative -2 penalty to saving throws against this power. This cannot increase the target's net penalty to saving throws (including bonuses) against this power beyond -10.First Failed Save: This power's dominated status grants the target a full set of actions. Until this effect ends, the target treats your allies as its allies and your enemies as its enemies and can flank with your allies.Second Failed Save: You can force the target to use its encounter and recharge attack powers until this effect ends.

Aftereffect: The target is dazed until the end of your next turn. You return to play in an unoccupied space of your choice nearest to the target. Miss: The target is dazed until the end of your next turn.

Reforged (Warforged subrace)Reforged are the salvaged remains of the fallen, rebuilt into semi-constructs.
- - - - - - - - - -Average Height: As reforged race.Average Weight: As reforged race + 25%.
- - - - - - - - - -Ability Scores: +2 Constitution and +2 Strength or any non-Constitution ability incremented by your Reforged race.Size: As Reforged race.Speed: The lesser of 6 or your Reforged race.Vision: As Reforged race.
- - - - - - - - - -Languages: As reforged race.Skill Bonuses: +2 Endurance, +2 to a skill incremented by your Reforged race if any.Reforged: Select a non-undead, non-construct, non-living construct race. You are considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites in addition to being a Warforged.Steel and Sinew: You are a living construct. You do not need to do one of the following: eat and drink (counts as one choice), breathe or sleep. You never make Endurance checks to resist the effects of starvation, thirst or suffocation as appropriate for these selections. All other conditions and effects affect you normally. If you do not need to sleep, when you take an Extended Rest you instead enter a state of inactivity for 4 hours to gain its benefits. While in this state you are fully aware of your surroundings and notice approaching enemies and other events as normal. Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.Reforged Racial Power: Choose a starting encounter racial power from your Reforged race. You expend your Warforged Resolve racial power when you use it and vice versa, and when you regain use of one, you regain use of the other.Warforged Resolve: You have the Warforged Resolve power:

Warforged Resolve - Warforged Racial UtilityIt's difficult to take you down, even while you're faltering.Encounter * Healing
Minor Action - PersonalEffect: You gain a number of temporary hit points equal to 3 + one-half your level, and make a saving throw against one effect on you that deals ongoing damage. If you are bloodied you can also regain hit points equal to this amount.

Racial Feats (Warforged race is a prerequisite in all cases. You must also be a living construct; sorry Revenants):

Heroic:

Iron FleshPrerequisite:Steel and Sinew racial featureBenefit: You no longer have to eat, breathe or sleep per your Steel and Sinew racial feature, and you count as having the Warforged Living Construct racial feature.

Reforged ResolvePrerequisite:Reforged Racial Power racial featureBenefit: You do not expend your Warforged Resolve racial power when you use the power granted by your Reforged Racial Power feature and vice versa.

Sensory ImplantsPrerequisites: 13+ Wisdom or training in PerceptionSpecial: You cannot take this feat if you already have Blindsight from it. You can otherwise take this feat any number of times.Benefit: You gain a +2 racial bonus to Perception. If you have Normal vision, you now have Low-Light vision. If you have Low-Light vision you now have Darkvision. If you have Darkvision, you now have Blindsight 1.

Dermal PlatingBenefit: You have resist all 1, and resist all 3 against ongoing damage. This resistance stacks with all resistance other than itself. This resistance increases to 2 and 6 at level 11+ and 3 and 9 at level 21+.

Warforged RecoveryBenefit: When you use your Second Wind during combat, you may also use your Warforged Resilience racial power as part of the same action. If your Warforged Resilience racial power is already expended, and you have taken no other non-Free Actions this turn, you may regain a use of it. If you do, you cannot take any non-Free Actions until the start of your next turn.

Reinforced BodyPrerequisites: 15+ Constitution or training in EnduranceBenefit: You ignore damage from attacks that target a non-Will defense which miss you. Whenever you would be critically hit, you may make a saving throw. On a success, the critical hit becomes a normal hit. Whenever you make one of these saving throws, you may use your Warforged Resolve racial power if it's not expended. If you do, the saving throw is an automatic success.

Supplemental ServosPrerequisite: Dex 13+ or training in ThieveryBenefit: Once per round you can retrieve and/or stow an item or weapon as a free action. You can both retrieve and stow an item as a minor action.

Greater Warforged ResilienceBenefit: Your racial bonuses to Endurance and on saving throws against ongoing damage each increase to +5. You gain a +2 racial bonus to Death Saving Throws, or a +5 racial bonus to Death Saving Throws while your Warforged Resilience racial power isn't expended.

Mechanized ImmunityBenefit: You gain resist poison equal to 5 + half your level, and are immune to diseases your level or lower. You gain a +2 racial bonus to Endurance checks and saving throws against poison effects and disease progression and exposure, or a +5 racial bonus to them while your Warforged Resilience racial power isn't expended.

Adaptive TargetingPrerequisites: 13+ Wisdom or training in PerceptionBenefit: Whenever you miss a target of your attack, you gain a cumulative +1 bonus to attack rolls and Perception checks made against that target until you hit that target, until the end of the encounter or until you make an attack which doesn't include that target. You can only have this bonus versus one target at a time. If you would gain this bonus versus multiple targets, choose one of them to receive this bonus against. The total bonus to attack rolls granted in this way cannot exceed +2 or your Wisdom modifier, whichever is greater. This limit increases by +2 per tier beyond the first.

Integrated MultitoolPrerequisites: 13+ Dexterity or training in ThieveryBenefit: You gain a +2 racial bonus to Thievery checks and always count as having Thieves Tools equipped.

Warforged ResurgenceBenefit: Your Warforged Resolve racial power gains the following in its Effect line: "You may make a saving throw to end an enemy effect on you with a conditional duration, even if that effect doesn't normally end on a save. If you are bloodied, you can make up to two of these saving throws and you may stand from prone as a Free Action."

Damage ControlPrerequisites: 15+ Constitution or training in EnduranceBenefit: After you take damage from an enemy, your resistance to all types of that damage (including untyped damage) increases by 2 (even if you have no resistance to those types) until the end of your next turn. At level 11+ it increases by 4. At level 21+ it increases by 6. The total increase in resistance gained in this way cannot exceed 6 or your Constitution modifier + half your level, whichever is greater.

Instinctive ResolvePrerequisite:Warforge Resolve Racial Power racial featureBenefit: You can use your Warforged Resolve power as an Immediate Interrupt whenever you would take damage or as No Action during your turn while you're dying.